Hi, does that fix the broken random events becoming dead in the game? In my game many random ecnounters spots are blocked by either another random encounter like the gassy settler, bar, burning tyre or they did become compeltely deserted even after waiting for a month in game time. Thanks in advance for help
This mod is very simple, it just adds a check if certain amount of time is passed before spawning another encounter. On the other hand, i never faced stuck or dead encounters. Gassy settler for instance WAS a well known stucked encounter couple of years ago yet this guy always correctly despawned for me and never blocked anything (with UOF4P at least). Savegame cluttering can lead to this and other similar problems, you should try Fallrim Tools to clean your save, it could help.
Random encounters "drying out" over time is a well-known vanilla bug. UFO4P fixed it back in 2017. All the gory details are summarized here: https://www.afkmods.com/index.php?/topic/4807-issues-with-random-encounters/
Ah - I'm pretty sure this is what I was asking about in a more recent post but maybe didn't know quite what to call it. Various static random encounters not unloading but new ones being added. For example eye-bot control centre, pile of tyres or rad barrels, fridge, APC, big robot thing, etc, etc. In some locations as the game progressed they all got stacked/merged into each other, total mess.
Trouble is, I already run UFO4P so I wonder if either it isn't fully fixed (if you read toward the end of that thread they had it re-appear in one update and had to redo it) or I've another mod borking it somehow (no idea), or once it's been caused somehow the problem then persists until a new game. My attempt at cleaning with Fallrim didn't solve it (but then I'm no expert at Fallrim). And btw, this problem predates my use of Random Encounters Cooldown (I'd come here hoping it might fix the issue, but unfortunately not). However, taking a fresh look in this mod's scripts they seem to refer to Steam filepaths, but I'm using GOG, so that may be a factor.
And btw, checking the full UFO4P changelog I see such encounter fixes were actually still being tackled in v2.1.2 & v2.1.3 (2020, 2021).
P.S. - Still no solution but I've been discussing my issue with Glitchfinder, in posts at his Random Encounter Framework mod.
Most of the encounters you listed are object type encounters. These encounters do not rearm their triggers, i.e. they place objects in the game world and leave them there (they do not perform any cleanup!), until all object type encounter spots have been consumed. There are developers' notes on many of the object type encounter quests that make it perfectly clear that this behavior was intended. These encounters are placing items that are useful to the player in the early stages of the game.
From what you describe, it looks as if some dufus has removed that restriction [NB: This requires a modification of RETriggerSccript]. This obviously doesn't work. It would not even work if the quests were modified so as to use the cleanup functions provided by REScript (this is the cleanup routine performed by other random encounter quests), because it makes a big difference whether you have to clean up actors (once they are no longer in a quest alias, they are culled by the engine almost immediately) or objects.
Ok, issue resolved and repeated here to save others reading it all at the other mod. User senility confirmed. On 2nd playthru the static random encounter (between Abernathy & Concord) changed from initially tyres & barrels, to rad barrels & glowing roach (and original tyres & barrels gone). No RETriggerScript-related mods removal in the meantime. So indeed appears my entire 1st playthru was built on an old save - prob some initial game-test from a week or so before I started playing properly using UFO4P and an initial small suite of other quality-of-life mods. I've already kudosed glitchfinder before, but also kudosing Ingvion and sclerocephalus for their comments which altogether helped me narrow down the dumb culprit - i.e. me. Cheers.
Sorry for the delay. Yes, it conflict. 'EncounterZoneReset' tweak offers a scriptless fix for encounter zones reset bug, but provides no cooldown randomizer. My mod randomizes cooldown, but uses scripts for fixing encounter zones reset bug.
how does this mod work so if I pick the 24 to 72 hours cooldown...It Would take 1 to 3 days before another random encounter? ...can someone explain it to me I don't know how it works
Sorry for the delay. That's right, no random encounters will happen first 24 hours after the last encounter, next encounter will happen (when you visit the cell with random encounter) in random hour between 24 and 72.
Any way this can help fix static spawn screw-ups? I can't find anything about the issue let alone a fix. But APCs, safes, fridges, tyres, beggars, rad barrels and sentry bots, all spawn at the same spot, at the same time (often intermeshed). As my game progressed it appeared, then worsened, more added (eg bots after its dlc), but none taken away. Tried reinstalling, pulling mods, fallrim, a respawn fix mod (forces default settings). I'm now eyeing any vaguely related mod. Using latest game & UFO4P. Any help welcomed. [Just remove this post if not relevant.]
Personally, I'm using 1:20 (default) timescale and preferring 12-60 option. I'd recommend this option or 24-72. For default timescale, 6-30 and 6-60 intervals between encounters could feel like too small, while with 24-120 option Commonwealth could be too desolated. On the other hand, if you are using lower timescale (e.g. 1:10), i recommend 6-30 or 6-60.
This can be caused by mods, and, no, most likely my mod won't fix this problem for you. You should try SKK's Random Encounter Manager (https://www.nexusmods.com/fallout4/mods/42081).
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On the other hand, i never faced stuck or dead encounters. Gassy settler for instance WAS a well known stucked encounter couple of years ago yet this guy always correctly despawned for me and never blocked anything (with UOF4P at least).
Savegame cluttering can lead to this and other similar problems, you should try Fallrim Tools to clean your save, it could help.
Trouble is, I already run UFO4P so I wonder if either it isn't fully fixed (if you read toward the end of that thread they had it re-appear in one update and had to redo it) or I've another mod borking it somehow (no idea), or once it's been caused somehow the problem then persists until a new game. My attempt at cleaning with Fallrim didn't solve it (but then I'm no expert at Fallrim). And btw, this problem predates my use of Random Encounters Cooldown (I'd come here hoping it might fix the issue, but unfortunately not). However, taking a fresh look in this mod's scripts they seem to refer to Steam filepaths, but I'm using GOG, so that may be a factor.
And btw, checking the full UFO4P changelog I see such encounter fixes were actually still being tackled in v2.1.2 & v2.1.3 (2020, 2021).
P.S. - Still no solution but I've been discussing my issue with Glitchfinder, in posts at his Random Encounter Framework mod.
From what you describe, it looks as if some dufus has removed that restriction [NB: This requires a modification of RETriggerSccript]. This obviously doesn't work. It would not even work if the quests were modified so as to use the cleanup functions provided by REScript (this is the cleanup routine performed by other random encounter quests), because it makes a big difference whether you have to clean up actors (once they are no longer in a quest alias, they are culled by the engine almost immediately) or objects.
'EncounterZoneReset' tweak offers a scriptless fix for encounter zones reset bug, but provides no cooldown randomizer.
My mod randomizes cooldown, but uses scripts for fixing encounter zones reset bug.
Would take 1 to 3 days before another random encounter? ...can someone explain it to me I don't know how it works
That's right, no random encounters will happen first 24 hours after the last encounter, next encounter will happen (when you visit the cell with random encounter) in random hour between 24 and 72.
It can help though, pick higher intervals.
I'd recommend this option or 24-72. For default timescale, 6-30 and 6-60 intervals between encounters could feel like too small, while with 24-120 option Commonwealth could be too desolated.
On the other hand, if you are using lower timescale (e.g. 1:10), i recommend 6-30 or 6-60.
You should try SKK's Random Encounter Manager (https://www.nexusmods.com/fallout4/mods/42081).